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> > > > > > > shooting people out of sprint would easily balance that. we already cant activate sprint in battle unlike thruster.
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> > > > > > > thruster allows you to thrust mid air and change direction onto different parts of a map which is not possible with sprint.
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> > > > > > > there is one way to make thruster work with classic halo maps. Only make thruster work on ground and only when not taking damage. However, if sprint is going to be in the game, the new instant slide will act like that thruster.
“That is the risk. Every mechanic base or not has a level of risk vs reward. sprint rewards you with getting to an objective faster, but it has risks which youve explained. It still needs more risks though in order to play like classic halo. sprint should be used sparingly at the right moments as it should come with big risks like getting shot in the back and being forced into a potentially losing battle when sprint gets disabled. people would use sprint much more cautiously, tactically. there will be a constant question of do you risk it where as when you can sprint in halo 5 you can sprint through damage(when full sprint) and thrust to safety. halo 5 sprint needs way more risk than that.”
This is where i can’t fathom your position, unlike most of the other people who are pro-sprint people who more just argue the status quo and/or for other games you clearly want Halo, you just seem to die on the sprint hill. I just don’t see why further imposed risk, at the sake of fun is required when alternatives that have already existed in older games could be expanded upon and utilised. I feel if the base movement speed and map design works in harmony there is no need for sprint in 4v4 maps at all. in BTB maps vehicles, teleporters, and an abundance of ‘armour abilities’ spawns suffice, the need for an added locomotion above bms isn’t classic Halo, a speed pick-up or a weapon which can offer greater mobility or the ability to disarm for faster movement like CSGO would be a better alternative. As long as the difference between BMS and sprint is high it will necessitate use, it won’t be used sparingly even with high punishment.
“if you are in bms or in the first seconds of sprint, any damage will stop you using sprint. its risk, but not enough. The sprint shield delay is a horrible mechanic. i created my own thread about that. its just another poor example of trying to design halo around sprint instead of just balancing sprint itself.”
Therein lies the problem though, i would need to read your suggestion but to assume atm that it is to knock once shot regardless of speed then while that may work for those that the player does see any player at any distance can shoot you. This is the issue with overemploying risk, one of the issues is that too much will make a player afraid of action due to high risk then not have fun, like adrift in H4, serious slayer matches would end in the 20s because players were to scared to venture down long corridors with no escape routes. In this case only comp players would have the necessary map understanding, visual awareness, reaction time and weapon understanding to make effective use of that system, the remaining population would be punished beyond their skill level, Halo is a very intuitive game, that’s its biggest charm out of its abundance of charms, imposing what is essentially an anti-fun mechanic that requires high skill hurts that. I would argue H5 encountered the same issue for different reasons.
“thruster how it works now doesnt work with classic halo . halo was all about meaningful careful movement. risk vs reward. thruster has too much reward and too little risk worse than 5’s sprint. It rewards sweaty teamplay by ruining cqb ttk. i played halo for cqb. h5’s Thruster ruined it more than anything else now that cqb is wildly inconsistent and not worth the risk. h5 is mainly just boring medium and long ranged combat with little risk of someone getting a “quick” cqb kill on you like classic halo BECAUSE of thruster. it would be fine as a pick up or balanced like the new halo infinite instant slide. as long as we get shot out of sprint, slide will act like a perfectly balanced thruster.”
Your second sentence is why i detest sprint and all power off spawn. Your 4th sentence is part of my reasoning for that no matter its permutation. The 5th sentence i would argue is just due to distance and low cooldown and the weird camera thing it should be 1st person only. I play halo for the level of prediction, pressure, intuitiveness and clean information the game has, and its wacky sandbox style. Sprint has ruined that by making it very monotonous, serious, difficult to read once line of sight is lost and difficult to pressure. I would say it is because of advanced movement, the combination of all has created that issue, that issue was present without thruster in H4 and Reach due to sprint. Yet again pick-up is my solution for sprint. slide is neat but making sprint less powerful and swiss army knife is better, could figure out a way to implement it alone, dunno how though like everything theres a million ways to do it wrong.
“in a previous post you did i think. ever wonder why no one cares about doom or quake multiplayer? it was cool for its time but players now desire something less chaotic with more meaningful combat. classic halo was successful because of long ttk at long range, short ttk at close range. the slow movement made it a perfect balance between both. h5’s sprint and thruster ruins short ttk and makes it a boring teamshooter because of lack of quick cqb risk, the rest cut for space.”
Nah i would of talked about the beauty of quakes mechanics or that doom had autorun but was worthless so it became a default setting, i stay away from popularity arguments mostly, just mainly to talk about how H4 and H5 fell out of top 10 rapidly fast and that they were not popular or a metric for success. Sprint has made steps to remove the slow movement, even if made quicker a uniform move speed will always feel slower even if its always moving at sprint speed. Halo needs a different approach as 343 have mostly aped the new CoD or whatever else is the flavour of the month shooter. None of the main anti-sprint posters want quake, arena in this sense (it first came up as a retort to redefine H4 and H5) is to place weapons on map, players only start with bare essentials, uniform move speed, the focus of strategy is within the map not the spawn attributes. Halo 1 was not only inspired by counterstrike it was just an influence. Within counterstrike and quake you would find most of CE, though it’s more quake than CS. CS is a game that has not needed to change in 21 years so cool for its time doesn’t hold much weight. Anti-sprinters are not arguing for more chaos but less, the classic game was not chaotic. Clearly there is a desire to add or build on the game, the anti-sprint opinion is to strip it back to the best of CE, 2, 3 and ZBNS Reach then add some extra traits to allow for more variation in engagements. If it was my way i would just have a fluid and snappy BMS with a variety of cool movement and damage items and weapons, take a page out of mobas and play with area denial, crowd control, angled shots, weapon movement, traps etc add more dimension to combat and movement not turn it into another boring monotonous military (or ‘advanced’) shooter cod clone trash game.